转载于:https://www.jb51.net/article/170405.htm
这篇文章主要为大家详细介绍了C++实现简单射击小游戏,文中示例代码介绍的非常详细,具有一定的参考价值,感兴趣的小伙伴们可以参考一下
使用c++制作简单的横板射击小游戏,供大家参考,具体内容如下
#include <easyx.h>
#include <time.h>
#include <conio.h>class Bullet;
class Tank;
class E_Bullet;
class Boss;
bool dead = false;
bool wined = false;
struct pos//坐标类
{int a;int b;
};
class E_Bullet//敌人打出的子弹
{
public:clock_t d;int x;int y;bool on = false;pos show()//画出新的位置{setfillcolor(RGB(255, 180, 20));fillrectangle(x - 5, y - 5, x + 5, y + 5);return pos{ x,y };}pos del()//覆盖原来的位置{setfillcolor(0);setlinecolor(0);fillrectangle(x - 5, y - 5, x + 5, y + 5);rectangle(x - 5, y - 5, x + 5, y + 5);return pos{ x,y };}pos move()//左移{x -= 3;return pos{ x,y };}
};
class Bullet//玩家打出的子弹,同上
{
public:clock_t d;int x;int y;bool on = false;pos show(){setfillcolor(RGB(150, 180, 210));fillrectangle(x - 5, y - 5, x + 5, y + 5);return pos{ x,y };}pos del(){setfillcolor(0);setlinecolor(0);fillrectangle(x - 5, y - 5, x + 5, y + 5);rectangle(x - 5, y - 5, x + 5, y + 5);return pos{ x,y };}pos move()//右移{x += 3;return pos{ x,y };}
};
class Boss//敌人
{
public:bool hurting = false;clock_t d_hurt;COLORREF clr = RGB(0, 130, 125);int x;int y;int hp = 100;//生命clock_t d;//判断举例上一次执行某一函数过了多久clock_t att_d;bool angle = false;//方向pos show(){setfillcolor(clr);fillrectangle(x - 20, y - 40, x + 20, y + 40);return pos{ x,y };}pos del(){setfillcolor(0);setlinecolor(0);rectangle(x - 20, y - 40, x + 20, y + 40);fillrectangle(x - 20, y - 40, x + 20, y + 40);return pos{ x,y };}void fire(E_Bullet& but)//攻击{but.on = true;//放置一个子弹but.x = x - 20;but.y = y;but.d = clock();}void move()//上上下下得移动{if (angle == true)y -= 5;if (angle == false)y += 5;if (y >= 440)angle = true;if (y <= 40)angle = false;}void hurt()//受伤{hp -= 4;d_hurt = clock();setfillcolor(0);setlinecolor(WHITE);fillrectangle(160, 485, 560, 510);//更新血条rectangle(160, 485, 160 + hp * 4, 510);setfillcolor(RGB(230, 0, 1));setlinecolor(RGB(255, 255, 255));fillrectangle(160, 485, 160 + hp * 4, 510);rectangle(160, 485, 160 + hp * 4, 510);hurting = true;if (hp <= 0)//死亡{wined = true;}}
};
class Tank//玩家类,同上
{
public:bool hurting = false;int hp = 100;int x;COLORREF clr = RGB(150, 180, 210);int y;clock_t d_hurt;Tank() {}Tank(int _x, int _y) { x = _x; y = _y; }Tank operator=(pos p) { x = p.a; y = p.a; }pos show(){setfillcolor(clr);fillrectangle(x - 25, y - 25, x + 25, y + 25);setfillcolor(RGB(100, 200, 180));fillrectangle(x, y + 5, x + 40, y - 5);return pos{ x,y };}pos del(){setfillcolor(0);setlinecolor(0);fillrectangle(x - 25, y - 25, x + 25, y + 25);rectangle(x - 25, y - 25, x + 25, y + 25);fillrectangle(x, y + 5, x + 40, y - 5);rectangle(x, y + 5, x + 40, y - 5);return pos{ x,y };}void fire(Bullet& but){but.on = true;but.x = x + 45;but.y = y;but.d = clock();but.show();}void hurt(){hp -= 2;d_hurt = clock();setfillcolor(0);setlinecolor(WHITE);fillrectangle(160, 515, 560, 540);rectangle(160, 515, 560, 540);rectangle(160, 515, 160 + hp * 4, 540);setfillcolor(RGB(0, 255, 1));setlinecolor(RGB(255, 255, 255));fillrectangle(160, 515, 160 + hp * 4, 540);rectangle(160, 515, 160 + hp * 4, 540);hurting = true;if (hp <= 0)dead = true;}
};
#define BT_MAX 8
int main()
{initgraph(640, 550, 4);//初始化屏幕settextcolor(RGB(0, 254, 0));settextstyle(35, 0, _T("黑体"));outtextxy(150, 200, _T("W,S移动,K攻击"));Sleep(3000);setlinecolor(0);setfillcolor(0);rectangle(0, 0, 640, 550);fillrectangle(0, 0, 640, 550);setlinecolor(RGB(255, 255, 255));setfillcolor(RGB(255, 255, 255));clock_t delay = clock();//玩家移动的延时clock_t d_f = clock();//玩家开火的延时line(0, 481, 640, 481);//分割画面与血条Bullet bt[BT_MAX];//玩家的子弹Tank tk(30, 30);//玩家Boss bo;//敌人bo.x = 580;bo.y = 240;E_Bullet ebt[BT_MAX];//敌人的子弹bo.d = clock();//初始化延时bo.att_d = clock();tk.show();settextstyle(20, 0, _T("黑体"));outtextxy(10, 485, _T("BOSS的生命值:"));setfillcolor(RGB(230, 0, 1));fillrectangle(160, 485, 560, 510);//敌人血条outtextxy(10, 520, _T("玩家的生命值:"));setfillcolor(RGB(0, 255, 1));fillrectangle(160, 515, 560, 540);//玩家血条while (1)//主循环{if (wined || dead)//玩家死了或者敌人死了break;if (GetAsyncKeyState('W') & 0x8000)//玩家移动{if (tk.y > 28 && (clock() - delay) >= 40){tk.del(); tk.y -= 3; tk.show(); delay = clock();}}if (GetAsyncKeyState('w') & 0x8000)//玩家移动{if (tk.y > 28 && (clock() - delay) >= 40){tk.del(); tk.y -= 3; tk.show(); delay = clock();}}if (GetAsyncKeyState('k') & 0x8000)//玩家开火{for (int i = 0; i < BT_MAX; i++){if (bt[i].on == false && (clock() - d_f) > 800){bt[i].on = true;tk.fire(bt[i]);d_f = clock();break;}}}if (GetAsyncKeyState('K') & 0x8000)//玩家开火{for (int i = 0; i < BT_MAX; i++){if (bt[i].on == false && (clock() - d_f) > 800){tk.fire(bt[i]);d_f = clock();break;}}}if (GetAsyncKeyState('S') & 0x8000)//玩家移动{if (tk.y < 452 && (clock() - delay) >= 40){tk.del(); tk.y += 3; tk.show(); delay = clock();}}if (GetAsyncKeyState('s') & 0x8000)//玩家移动if (tk.y < 452 && (clock() - delay) >= 40){tk.del(); tk.y += 3; tk.show(); delay = clock();}for (int i = 0; i < BT_MAX; i++)//遍历子弹,使子弹刷新{if (bt[i].on == true && (clock() - bt[i].d) > 20){bt[i].del();bt[i].move();bt[i].show();bt[i].d = clock();if (bt[i].x >= 635)bt[i].on = false, bt[i].del();//到达了屏幕最右端if ((bt[i].x + 5 >= bo.x - 20 && bt[i].x - 5 <= bo.x + 20) && (bt[i].y - 5 < bo.y + 40 && bt[i].y + 5 > bo.y - 40))//击中敌人bt[i].on = false, bo.hurt(), bt[i].del();}}if (clock() - bo.att_d > 700)//敌人自动开火{for (int i = 0; i < BT_MAX; i++){if (ebt[i].on == false){bo.fire(ebt[i]); break;}}bo.att_d = clock();}for (int i = 0; i < BT_MAX; i++)//敌人子弹刷新,同上{if (ebt[i].on == true && (clock() - ebt[i].d > 20)){ebt[i].del();ebt[i].move();ebt[i].show();ebt[i].d = clock();if (ebt[i].x < 5)ebt[i].del(), ebt[i].on = false;if (ebt[i].x - 5 < tk.x + 25 && ebt[i].x + 5 > tk.x - 25 && ebt[i].y - 5 < tk.y + 25 && ebt[i].y + 5 > tk.y - 25){ebt[i].on = false, tk.hurt(), ebt[i].del();}}}if (tk.hurting == true)//玩家受伤闪烁0.1秒if (clock() - tk.d_hurt > 100){tk.clr = RGB(150, 180, 210), tk.show(), tk.hurting = false;}elsetk.clr = RGB(255, 0, 0), tk.show();if (bo.hurting == true)//敌人受伤闪烁0.1秒if (clock() - bo.d_hurt > 100){bo.clr = RGB(0, 130, 125), bo.show(), bo.hurting = false;}elsebo.clr = RGB(0, 255, 0), bo.show();if (clock() - bo.d > 50)//敌人移动延时;bo.del(), bo.move(), bo.show(), bo.d = clock();}if (wined)//胜负已分{settextcolor(RGB(0, 254, 0));settextstyle(35, 0, _T("黑体"));outtextxy(150, 200, _T("你打败了boss!你赢了!!"));}else{settextcolor(RGB(254, 0, 0));settextstyle(35, 0, _T("黑体"));outtextxy(140, 200, _T("你被boss打败了!"));}Sleep(5000);closegraph();return 0;
}